Huge Monstrosity, Neutral
Armor Class 18 Natural Armor
Hit Points 276 (24d12 + 120)
Speed 50 ft., Climb 40 ft.
STR
24 (+7)
DEX
18 (+4)
CON
21 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
8 (-1)
Saving Throws STR +12, CON +10
Skills Perception +8, Stealth +9
Damage Immunities Lightning, Poison
Condition Immunities Charmed, Exhaustion, Paralyzed, Petrified, Poisoned
Senses Darkvision 120 ft., Passive Perception 18
Languages --
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Immutable Form. The voltorak can't shape-shift.

Magic Resistance. The voltorak has advantage on saving throws against spells and other magical effects. 

Electrified Form. If a creature starts its turn within 5 feet of the voltorak or hits it with a melee weapon attack. The creature takes 9 (2d8) lightning damage. 

Lightning Absorption. When the voltorak is subjected to lightning damage, it takes no damage and regains hit points equal to the lightning damage dealt. 

Gaze. The gaze of the voltorak can either paralyze or petrify its prey. The voltorak can change its gaze when outside of combat. 

Paralyzing Gaze. If a creature starts its turn within 60 feet of the voltorak and the two of them can see each other. The voltorak can force the creature to make a DC 17 Constitution saving throw or be paralyzed

Petrifying Gaze. If a creature starts its turn within 60 feet of the voltorak and the two of them can see each other. The voltorak can force the creature to make a DC 17 Constitution saving throw. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success the effect ends. On a failed save the target is petrified until freed by greater restoration or similar magic. 

A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the voltorak until the start of its next turn, when it can avert its eyes again.

If it looks at the voltorak in the meantime, it must immediately make the save.

Actions

Mutliattack. The voltorak makes three attacks: one with its bite and two tail slam attacks. The voltorak can replace one of these tail slams with a constrict attack. 

Bite. Melee Weapon Attack: + 12 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) piercing damage plus 13 (3d8) lightning damage. 

Tail Slam. Melee Weapon Attack: + 12 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage plus 9 (2d8) lightning damage. Target must make a DC 17 strength saving throw or be knocked prone

Constrict. Melee Weapon Attack: + 12 to hit, reach 5 ft., one large or smaller creature. Hit: 18 (2d10 + 7) bludgeoning damage plus 18 (2d10 + 7) slashing damage. The target is grappled (escape DC 18) if the voltorak isn't already constricting a creature, the creature is restrained until the grapple ends. 

Sparking Arc (Recharge 4-6)The voltorak sweeps it tail and releases a sweeping arc of lightning in a 60-foot cone. All creatures in the cone must make a DC 17 Dexterity saving throw or take 16 (3d10) lightning damage and be stunned until the end of the voltorak's next turn. 

Lightning Breath (Recharge 5-6)The voltorak exhales a line of lightning that is 60 feet long and 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 77 (14d10) lightning damage on a failed save. Or half that damage on a successful save. 

Christman

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